Мягкий свет для всякого (#316)

* add: add small soft light to laser weapon + fix the bluest blue energy shield

* git commit

* boltlights done

* add: HuetaSystem

* add: Doorlights finally done

* add: small light to lockers

* add: small light to multitool

* fix: fix naming

* hui pizde

* fix: fix parasha

* add: small light to powercells

* zabil

* add: code light to welders

* tweak: better energy and radius

* add: better color parameters

* add: less radius and energy for guns

* add: better lights for vending machines

* add: better light to consoles

* add: better light for apc

* shut up

* fix: thank you neuro colleague
This commit is contained in:
ThereDrD0
2024-06-21 06:15:55 +03:00
committed by GitHub
parent 17eb97b3ac
commit 4419931172
27 changed files with 554 additions and 118 deletions

View File

@@ -1,3 +1,4 @@
using Content.Shared._White.Lighting;
using Content.Shared.Doors.Components;
using Content.Shared.Popups;
using Content.Shared.Prying.Components;
@@ -120,6 +121,7 @@ public abstract class SharedAirlockSystem : EntitySystem
public void UpdateEmergencyLightStatus(EntityUid uid, AirlockComponent component)
{
RaiseLocalEvent(uid, new DoorlightsChangedEvent(DoorVisuals.EmergencyLights, component.EmergencyAccess));
Appearance.SetData(uid, DoorVisuals.EmergencyLights, component.EmergencyAccess);
}

View File

@@ -1,3 +1,4 @@
using Content.Shared._White.Lighting;
using Content.Shared.Doors.Components;
using Content.Shared.Prying.Components;
@@ -55,7 +56,8 @@ public abstract partial class SharedDoorSystem
public void UpdateBoltLightStatus(Entity<DoorBoltComponent> ent)
{
AppearanceSystem.SetData(ent, DoorVisuals.BoltLights, GetBoltLightsVisible(ent));
var value = GetBoltLightsVisible(ent);
AppearanceSystem.SetData(ent, DoorVisuals.BoltLights, value);
}
public bool GetBoltLightsVisible(Entity<DoorBoltComponent> ent)
@@ -84,6 +86,8 @@ public abstract partial class SharedDoorSystem
Dirty(ent, ent.Comp);
UpdateBoltLightStatus(ent);
RaiseLocalEvent(ent, new DoorlightsChangedEvent(DoorVisuals.BoltLights, value), true);
var sound = value ? ent.Comp.BoltDownSound : ent.Comp.BoltUpSound;
if (predicted)
Audio.PlayPredicted(sound, ent, user: user);

View File

@@ -1,6 +1,7 @@
using System.Linq;
using Content.Shared._White.Cult.Structures;
using Content.Shared._White.Keyhole.Components;
using Content.Shared._White.Lighting;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Administration.Logs;
@@ -116,6 +117,8 @@ public abstract partial class SharedDoorSystem : EntitySystem
|| door.State == DoorState.Opening && !door.Partial;
SetCollidable(ent, collidable, door);
RaiseLocalEvent(ent, new DoorlightsChangedEvent(door.State, true), true);
AppearanceSystem.SetData(ent, DoorVisuals.State, door.State);
}
@@ -164,6 +167,8 @@ public abstract partial class SharedDoorSystem : EntitySystem
_activeDoors.Add(ent);
RaiseLocalEvent(ent, new DoorStateChangedEvent(door.State));
RaiseLocalEvent(ent, new DoorlightsChangedEvent(door.State, true), true);
AppearanceSystem.SetData(ent, DoorVisuals.State, door.State);
}
@@ -212,7 +217,10 @@ public abstract partial class SharedDoorSystem : EntitySystem
door.State = state;
Dirty(uid, door);
RaiseLocalEvent(uid, new DoorStateChangedEvent(state));
RaiseLocalEvent(uid, new DoorlightsChangedEvent(door.State, true), true);
AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
return true;
}
@@ -516,6 +524,8 @@ public abstract partial class SharedDoorSystem : EntitySystem
{
door.NextStateChange = GameTiming.CurTime + door.OpenTimeTwo;
door.State = DoorState.Opening;
RaiseLocalEvent(uid, new DoorlightsChangedEvent(door.State, true), true);
AppearanceSystem.SetData(uid, DoorVisuals.State, DoorState.Opening);
return false;
}

View File

@@ -0,0 +1,13 @@
namespace Content.Shared._White.Lighting;
public sealed class DoorlightsChangedEvent : EntityEventArgs
{
public Enum? State;
public bool Value;
public DoorlightsChangedEvent(Enum? key, bool value)
{
State = key;
Value = value;
}
}

View File

@@ -0,0 +1,19 @@
using Robust.Shared.GameStates;
namespace Content.Shared._White.Lighting.PointLight.Airlock;
[RegisterComponent, NetworkedComponent]
public sealed partial class PointLightAirlockComponent : Component
{
[ViewVariables]
public string RedColor = "#D56C6C";
[ViewVariables]
public string BlueColor = "#7F93C0";
[ViewVariables]
public string YellowColor = "#BDC07F";
[ViewVariables]
public string GreenColor = "#7FC080";
}

View File

@@ -0,0 +1,83 @@
using Content.Shared.Doors.Components;
namespace Content.Shared._White.Lighting.PointLight.Airlock;
//TODO: Когда-нибудь починить эту хуйню: Когда дверь открыта на аварийный доступ и ее болтируют, то свет будет желтым, хотя должен быть красным из-за болтов.
public sealed class SharedPointLightAirlockSystem : EntitySystem
{
[Dependency] private readonly SharedPointLightSystem _pointLightSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PointLightAirlockComponent, DoorlightsChangedEvent>(OnDoorLightChanged);
}
public void ToggleLight(EntityUid uid, string hex, bool enable = true)
{
if (!_pointLightSystem.TryGetLight(uid, out var pointLightComponent))
return;
if (enable)
{
var color = Color.FromHex(hex);
_pointLightSystem.SetColor(uid, color, pointLightComponent);
}
_pointLightSystem.SetEnabled(uid, enable, pointLightComponent);
RaiseLocalEvent(uid, new PointLightToggleEvent(enable), true);
}
public void OnDoorLightChanged(EntityUid uid, PointLightAirlockComponent component, DoorlightsChangedEvent args)
{
if (!TryComp<DoorComponent>(uid, out var door))
return;
if (TryComp<AirlockComponent>(uid, out var airlockComponent) && airlockComponent.EmergencyAccess && args.Value && args.State is not DoorVisuals.EmergencyLights && args.State != null)
return; // While emergency access lights must be yellow no matter what
switch (args.State)
{
case DoorVisuals.BoltLights:
if (args.Value)
ToggleLight(uid, component.RedColor);
else
RaiseLocalEvent(uid, new DoorlightsChangedEvent(door.State, true));
break;
case DoorState.Denying:
ToggleLight(uid, component.RedColor);
break;
case DoorState.Closed:
ToggleLight(uid, component.BlueColor);
break;
case DoorVisuals.EmergencyLights:
if (args.Value)
ToggleLight(uid, component.YellowColor);
else
RaiseLocalEvent(uid, new DoorlightsChangedEvent(door.State, true));
break;
case DoorState.Open:
ToggleLight(uid, component.BlueColor);
break;
case DoorState.Opening:
ToggleLight(uid, component.GreenColor);
break;
case DoorState.Closing:
ToggleLight(uid, component.GreenColor);
break;
default:
ToggleLight(uid, "", false);
break;
}
}
}

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@@ -0,0 +1,19 @@
using Robust.Shared.GameStates;
namespace Content.Shared._White.Lighting.PointLight.Locker;
[RegisterComponent, NetworkedComponent]
public sealed partial class PointLightLockerComponent : Component
{
[DataField, ViewVariables]
public string RedColor = "#D56C6C";
[DataField, ViewVariables]
public string GreenColor = "#7FC080";
[DataField, ViewVariables]
public float ReduceEnergyOnOpen = 0.1f;
[DataField, ViewVariables]
public float ReduceRadiusOnOpen = 0.1f;
}

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@@ -0,0 +1,70 @@
using Content.Shared.Lock;
using Content.Shared.Storage.Components;
namespace Content.Shared._White.Lighting.PointLight.Locker;
public sealed class PointLightLockerSystem : EntitySystem
{
[Dependency] private readonly SharedPointLightSystem _pointLightSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PointLightLockerComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<PointLightLockerComponent, LockToggledEvent>(OnLockToggled);
SubscribeLocalEvent<PointLightLockerComponent, StorageAfterOpenEvent>(OnStorageAfterOpen);
SubscribeLocalEvent<PointLightLockerComponent, StorageAfterCloseEvent>(OnStorageAfterClose);
}
public void ToggleLight(EntityUid uid, string hex, bool enable = true)
{
if (!_pointLightSystem.TryGetLight(uid, out var pointLightComponent))
return;
if (enable)
{
var color = Color.FromHex(hex);
_pointLightSystem.SetColor(uid, color, pointLightComponent);
}
_pointLightSystem.SetEnabled(uid, enable, pointLightComponent);
RaiseLocalEvent(uid, new PointLightToggleEvent(enable), true);
}
public void OnComponentInit(EntityUid uid, PointLightLockerComponent component, ComponentInit args)
{
if (!TryComp<LockComponent>(uid, out var locker))
return;
ToggleLight(uid, locker.Locked ? component.RedColor : component.GreenColor, true);
}
public void OnLockToggled(EntityUid uid, PointLightLockerComponent component, LockToggledEvent args)
{
ToggleLight(uid, args.Locked ? component.RedColor : component.GreenColor, true);
}
public void OnStorageAfterOpen(EntityUid uid, PointLightLockerComponent component, StorageAfterOpenEvent args)
{
ChangeLightOnDoorToggled(uid, component, true);
}
public void OnStorageAfterClose(EntityUid uid, PointLightLockerComponent component, StorageAfterCloseEvent args)
{
ChangeLightOnDoorToggled(uid, component, false);
}
public void ChangeLightOnDoorToggled(EntityUid uid, PointLightLockerComponent component, bool status)
{
if (!_pointLightSystem.TryGetLight(uid, out var pointLightComponent))
return;
var factor = status ? 1f : -1f;
_pointLightSystem.SetEnergy(uid, pointLightComponent.Energy - component.ReduceEnergyOnOpen * factor);
_pointLightSystem.SetRadius(uid, pointLightComponent.Radius- component.ReduceRadiusOnOpen * factor);
RaiseLocalEvent(uid, new PointLightToggleEvent(true), true);
}
}